![]() The main objective is to expand your vault to gather resources, knowledge. What's Fallout Shelter?įallout Shelter is a mobile game where you create and manage your own vault as a overseer at Vault-Tec. Your number one place for all things Fallout: Shelter. ![]() Fallout Shelter Update ideas thread | 7-16-2016. ![]() Fallout Shelter Strategy Discussion archive.These are basically the same layouts, but one having only 2* rooms, and the other one sporting 3* rooms. Which means you'll be able to run away from the incident with only 1 room spread. Then the incident will spread to the adjacent room, and you move those dwellers to where the incident first occured. So when an incident occurs, you move your dwellers there. The yellow room is your safe room, which is wat you're going to leave empty. Then I have alternating 2 room layout, which essentially only doubles the amount of space you're using while using the least amount of elevators. Got the double 3* guard room I talked about, and the double back that Diarmuhnd talked about in another post, so raids will return to first guard room. The top room is the vault door, and the grey lines are grid lines. So, for me, if I were to do it, I'd prefer the anthill. He's wasting caps trying to do elaborate elevator placement. The extra cap income offsets the elevator costs, then it's just profit. Spending a few more caps, sure, but I'd buy that for not having incidents spread between rooms.Įven for normal it's not out of the question, especially if you're augmenting your early cap income with loads and loads of rushing. Well if you have incidents happening all the time (like in Survival) and they're too strong to fight off quickly (like in Survival especially at the start) then you don't want any spread between rooms. Originally posted by packor:yes, but I feel liek this guy is trying to do something fancy with elevators, and it's highly inefficient.
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